Release Notes/The Feast Update

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Apr 28 2020 - The Feast Update

Release Notes

Features

Updates

  • Overhauled Hiisi Base layout and visuals
  • Overhauled Underground Jungle visuals
  • Gold nugget normal maps are more detailed and bit more normal
  • First 50 gold dropped by enemies is spawned as smaller nuggets
  • Gold nuggets are more glittery
  • Lava lake and dark flooded caves layouts adjusted
  • Added more shops to biomes
  • Casting and throwing via mouse is blocked while inventory is open (can be changed via options)
  • Switched default Throw and Spray buttons around
  • Eggs have been updated
  • Thunderstone is more useful
  • Active item is retained when saving a game
  • More variation in loading screen music
  • Smoother transition out of loading screen music
  • Homing and other spells now affect bombs and other physics projectiles
  • Homing does not work on invisible targets
  • Some Mestaris bleed more magically
  • Propane tanks are now more deterministic
  • Can't get the Victory achievement if mods have been active during a run
  • Flask icon in item info box displays the contents
  • Vampirism health regeneration speed is less tedious
  • Acceleratium lasts a lot longer
  • No one likes rats, not even the healers
  • Disabled drinking while swimming
  • Charmed creatures maintain their charm when polymorphed
  • Piercing Shot can now hit the caster
  • Renamed an item

Bugfixes

  • Ragdolls are now less likely to get stuck on ground
  • Creature sprites turned blurry from time to time
  • Flashing of the background mountains while teleporting should happen less now
  • Creatures that hatched from eggs used to drop gold
  • Full sprite sheets rarely flashed for a frame
  • Procedural generation would sometimes create a dead end start for the Temple of the Art and Coal Pits
  • Perk spawning code sometimes spawned duplicate perks too soon
  • Liquid splash sometimes played while standing still
  • Torjuntalaite didn't sink in liquids
  • Certain spidey perk made reaching a red portal harder

Modding

  • Lua - added ComponentGetValue2()
  • Lua - added ComponentSetValue2()
  • Lua - added ComponentObjectGetValue2()
  • Lua - added ComponentObjectSetValue2()
  • Lua - added EntityGetComponentIncludingDisabled()
  • Lua - added EntityGetFirstComponentIncludingDisabled()
  • Lua - added EntityLoadToEntity()
  • Lua - added StringToHerdId()
  • Lua - added HerdIdToString()
  • Lua - added GetHerdRelation()
  • Lua - added EntityGetHerdRelation()
  • Lua - added EntityGetFirstHitboxCenter()
  • Lua - added EntityInflictDamage()
  • Lua - added ComponentGetIsEnabled()
  • Lua - fixed some incorrect and missing function names in documentation
  • Lua - added support for debugging lua scripts using the Decoda debugger (see tools_modding/lua_debugging.txt)
  • Lua - added support for statically checking lua scripts using luacheck (see tools_modding/lua_debugging.txt)
  • Lua - added call_init_function to LuaComponent (see potion.xml for example)
  • Lua - added script_enabled_changed to LuaComponent
  • Lua - potion scripts are now moddable via ModLuaFileAppend
  • Lua - status effects are moddable via scripts/status_effects/status_list.lua
  • Ingestion effects are moddable via data/materials.xml
  • Breaking - got rid of the LuaComponent execute_every_n_frame>10000 hack. Use -1 for infinite wait
  • MODDING/Lua - ComponentObjectGetMembers() didn't correctly return member values